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https://github.com/ocornut/imgui.git
synced 2026-05-18 17:00:10 +08:00
Docs: Fix some typos (#8473)
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@@ -54,7 +54,7 @@
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// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
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// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
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// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
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// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 context which have the defines set by a loader.
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// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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@@ -39,7 +39,7 @@
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// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
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// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
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// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
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// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mice).
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// 2022-11-02: Fixed mouse coordinates before clicking the host window.
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// 2022-10-06: Fixed mouse inputs on flipped views.
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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@@ -53,7 +53,7 @@
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
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// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
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// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
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// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
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// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
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+69
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+2
-2
@@ -543,7 +543,7 @@ The short answer is: obtain the desired DPI scale, load your fonts resized with
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Your application may want to detect DPI change and reload the fonts and reset style between frames.
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Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
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Your UI code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
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Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this.
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@@ -666,7 +666,7 @@ You may take a look at:
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Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
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Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
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Dear ImGui is very programmer-centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
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Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm.
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+2
-2
@@ -279,7 +279,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
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- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
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- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
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- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
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- nav: SetItemDefaultFocus() level of priority, so widgets like Selectable when inside a popup could claim a low-priority default focus on the first selected item
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- nav: holding space to repeat a button doesn't show button activated during hold.
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- nav: NavFlattened: init requests don't work properly on flattened siblings.
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- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
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@@ -329,7 +329,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
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- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
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- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
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- backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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- backends: emscripten: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
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@@ -655,7 +655,7 @@ CODE
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- 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
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- 2022/01/20 (1.87) - inputs: reworded gamepad IO.
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- Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
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- 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
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- 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
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- 2022/01/17 (1.87) - inputs: reworked mouse IO.
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- Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
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- Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
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@@ -4954,7 +4954,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
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// Handle mouse moving window
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// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
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// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
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// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId.
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// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
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// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
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void ImGui::UpdateMouseMovingWindowNewFrame()
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@@ -6563,7 +6563,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
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{
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// Auto-fit when double-clicking
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size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
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ret_auto_fit_mask = 0x03; // Both axises
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ret_auto_fit_mask = 0x03; // Both axes
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ClearActiveID();
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}
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else if (held)
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@@ -9701,7 +9701,7 @@ void ImGui::UpdateMouseWheel()
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if (g.IO.MouseWheelRequestAxisSwap)
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wheel = ImVec2(wheel.y, 0.0f);
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// Maintain a rough average of moving magnitude on both axises
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// Maintain a rough average of moving magnitude on both axes
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// FIXME: should by based on wall clock time rather than frame-counter
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g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
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g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
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@@ -9714,7 +9714,7 @@ void ImGui::UpdateMouseWheel()
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// Mouse wheel scrolling: find target and apply
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// - don't renew lock if axis doesn't apply on the window.
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// - select a main axis when both axises are being moved.
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// - select a main axis when both axes are being moved.
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if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
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if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
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{
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@@ -544,7 +544,7 @@ namespace ImGui
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IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
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IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
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IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
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IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
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IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line
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// Widgets: Main
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// - Most widgets return true when the value has been changed or when pressed/selected
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+3
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@@ -8415,7 +8415,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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ImGui::EndTooltip();
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}
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ImGui::SameLine();
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HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically.");
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HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically.");
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ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
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ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).");
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@@ -8446,7 +8446,7 @@ void ImGui::ShowUserGuide()
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ImGui::BulletText("CTRL+Tab to select a window.");
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if (io.FontAllowUserScaling)
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ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
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ImGui::BulletText("While inputing text:\n");
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ImGui::BulletText("While inputting text:\n");
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ImGui::Indent();
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ImGui::BulletText("CTRL+Left/Right to word jump.");
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ImGui::BulletText("CTRL+A or double-click to select all.");
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@@ -8877,7 +8877,7 @@ struct ExampleAppConsole
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else
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{
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// Multiple matches. Complete as much as we can..
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// So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
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// So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
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int match_len = (int)(word_end - word_start);
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for (;;)
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{
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+3
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@@ -2801,7 +2801,7 @@ struct IMGUI_API ImGuiTable
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{
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ImGuiID ID;
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ImGuiTableFlags Flags;
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void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
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void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[]
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ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[]
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ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
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ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
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@@ -2815,7 +2815,7 @@ struct IMGUI_API ImGuiTable
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int ColumnsCount; // Number of columns declared in BeginTable()
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int CurrentRow;
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int CurrentColumn;
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ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
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ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced.
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ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with
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float RowPosY1;
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float RowPosY2;
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@@ -2847,7 +2847,7 @@ struct IMGUI_API ImGuiTable
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float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
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float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
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ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
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ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
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ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is "
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ImRect WorkRect;
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ImRect InnerClipRect;
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ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
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+2
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@@ -977,7 +977,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// [Part 4] Apply final widths based on requested widths
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const ImRect work_rect = table->WorkRect;
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const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
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const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)
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const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced tables with mismatching scrollbar state (#5920)
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const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);
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const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
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float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
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@@ -1390,7 +1390,7 @@ void ImGui::EndTable()
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// Setup inner scrolling range
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// FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
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// but since the later is likely to be impossible to do we'd rather update both axises together.
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// but since the later is likely to be impossible to do we'd rather update both axes together.
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if (table->Flags & ImGuiTableFlags_ScrollX)
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{
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const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
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+1
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@@ -8898,7 +8898,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups;
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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{
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// Menu inside an horizontal menu bar
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// Menu inside a horizontal menu bar
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// Selectable extend their highlight by half ItemSpacing in each direction.
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// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
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popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight);
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